so turn off biomes and make a new world? i'm new to the modding thing.
getting an "archive failed" messaging when rebuilding mods.

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do you have a 7-zip loaded with the MPB? Or try installing 7-zip. (it should normally be loaded when you install tconfig...)
And are you rebuilding with tConfig itself or the ModPack Builder? You better rebuild them with the MPB.

How would I freeze the player in the falling/jumping animation frame? And once that's accomplished, get a gold particle effect to emit from the neck/head and arm regions (if particle effects can be coded to be that specific, otherwise a general golden effect will suffice).

This is definitely an error on my end, thanks for reporting it! Adding it to my list of things to fix, hopefully I'll get that one for the next update.

I haven't figured out that one yet. Could you tell me which version of Windows you have, and whether you have anti-virus software?

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atcually i ahve a similar problem -when i try to launch the terrarai game launcher to use tconfig it says object reference is not set to an instance of an object but my game aluncher did work previously and randomly stopped whne i was in teh middle of creating my mod.I have a windows seven with AVG anti virus protection

How would I freeze the player in the falling/jumping animation frame? And once that's accomplished, get a gold particle effect to emit from the neck/head and arm regions (if particle effects can be coded to be that specific, otherwise a general golden effect will suffice).

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set the Player.frame.Y, and the gold particle effect with Dust.NewDust. type is 57.

atcually i have a similar problem - when i try to launch the terraria game launcher to use tconfig it says object reference is not set to an instance of an object but my game launcher did work previously and randomly stopped when i was in the middle of creating my mod. I have a windows seven with AVG anti virus protection

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that's probably some mod. what version of tconfig do you have, and what mods have you loaded?

How would I freeze the player in the falling/jumping animation frame? And once that's accomplished, get a gold particle effect to emit from the neck/head and arm regions (if particle effects can be coded to be that specific, otherwise a general golden effect will suffice).

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there's a playerframe hook , you can change the player's frame to be stuck on the said mode.
Otherwise , handle it within a buff and stick the player's position and direction as well.

The dust can be very specific , up to a point where you can make it appear from a 1x1 box on the player's toenails.
-you can even choose the direction of the dust's velocity.

How exactly would I do both? Not experienced in these areas of coding, unfortunately.

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I myself do not dwell much in the subject of player animations , I guess you should refer to Phlebas for that (too lazy to look up what does what in the code atm) - you could check his ladders mod - it has its own thread!
as for Dust.NewDust.....
the first 3 parameters Dust.NewDust , the method that spawns dust , takes are these...
Vector2 Pos,int width,int height
these 3 define the 'box' in which the dust will spawn , where Pos is the top left corner of the box.
Knowing where your player is (player.position) , where he looks (player.direction , player.gravDir) , and the sprite sheet size to determine which areas you need to cover , simply build boxes that the dust will spawn out of.

as for Dust.NewDust.....
the first 3 parameters Dust.NewDust , the method that spawns dust , takes are these...
Vector2 Pos,int width,int height
these 3 define the 'box' in which the dust will spawn , where Pos is the top left corner of the box.
Knowing where your player is (player.position) , where he looks (player.direction , player.gravDir) , and the sprite sheet size to determine which areas you need to cover , simply build boxes that the dust will spawn out of.

Can someone make a tutorial of the packaging multiple versions of mods in one package? I've looked at the sources of multiple mods that have done it but can not seem to replicate how to exactly they do it.

Is it possible to reduce damage taken from the front of the player (projectile/mob colliding face-first with the player), or conversely, increase damage taken from the player's back?

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its a little bit tricky , but I guess you can make a generic damageplayer hook for either projectiles / npcs / the player itself and make it so the damage changes based on the position relativity of the player and the hitting object , and the player's direction (player.direction)...